PingPang

bear in mind, Rockstar doesn't really use wbd on major map objects, but you can still use it and it shouldn't hurt.

There is a limit to the number of wbd objects, just thought you guys should know that. I'm not sure what the exact limit is however when i was working on Criminal Russia Rage the team hit the limit to wbd object afaik.

Limiter

Thanks Random, thats the list I saw a while back, but have anything been changed since then?

There are limits I find nagging, for example, TCYC limit only allows an addition of ONE TCYC if your do not do a total conversion. Water also has a very close limit. ( I posted exact number somewhere on here )

...And from this list, it seems like portals aren't looking too good, so I take it as limited interiors.

GTARandom

I'm mostly interested in breaking the height limit for flying because IV has a really low one (not even as tall as Mt. Chiliad) , also am interested in adding traffic paths working on higher levels where they do not now (Gostown paradise) and i'm interested in changing the train scheme by making cabin and wagons spawn instead of same subway car duplicates 3 or 4 times.

Too bad, im nothing for a hacker so this will be never be done by myself.

JJagwire

Anyone know if it is possible to have 2 different collision materials on the same blended terrain shader?

No, you can't have "blended" collision materials.

I might have worded that wrong.. so just to be sure, lets say I have a plane with one shader and grass collision type, is it possible to select a group of polys or something and change that area to sand collision?

Anyone know if it is possible to have 2 different collision materials on the same blended terrain shader?

No, you can't have "blended" collision materials.

I might have worded that wrong.. so just to be sure, lets say I have a plane with one shader and grass collision type, is it possible to select a group of polys or something and change that area to sand collision?

Anyone know if it is possible to have 2 different collision materials on the same blended terrain shader?

No, you can't have "blended" collision materials.

I might have worded that wrong.. so just to be sure, lets say I have a plane with one shader and grass collision type, is it possible to select a group of polys or something and change that area to sand collision?

How would you like it, if he said to you that no one likes your work?Its just insulting, thats why i commented in that mannor.

He wasn't insulting your work, he only commented on the fact you advertised in his topic.

QUOTE

and i had no idea that placing a link to a mod from the software he made was spamming.

It is because we have a seperate Maps section for modding. If we all advertised our mods in the Tools section, it will just become a mess. The tools forum is mainly for development info and bug report of the tools itself.

DrDean

Does anybody know a good way to place hats? When I import the hats, they're on the middle of the grid rotated 90 degrees. That's how they're supposed to be, but I have no clue how I'm supposed to line it up if I have a head model that's in a slightly different place than the model I am replacing. Are there helpers for it?

As you can see in my picture, i created a spline for vehicule path (in white) ...

1. why my spline path is white even i select it blue (sorry i never be teached 3ds max i try to know by myself)2. what are the green node3. how can i make a traffic in two ways i mean go and back4. why some of my pathspline point are yellow others why, how do i connect them (i mean with a line)

thank you for your help, i passed more than 5 hours tryin every thing, the only way i saw traffic path working is when i copy past from game one pathspline and put all points manually, its too long... but my pathspline is ready and doesnt work...

As you can see in my picture, i created a spline for vehicule path (in white) ...

1. why my spline path is white even i select it blue (sorry i never be teached 3ds max i try to know by myself)2. what are the green node3. how can i make a traffic in two ways i mean go and back4. why some of my pathspline point are yellow others why, how do i connect them (i mean with a line)

thank you for your help, i passed more than 5 hours tryin every thing, the only way i saw traffic path working is when i copy past from game one pathspline and put all points manually, its too long... but my pathspline is ready and doesnt work...

thx for helpin me...

1) AFAIK, it's always white when selected2) green nodes - some ped points, which even don't make any difference, but they present in IV paths3) select the spline and use NOD path editor tab in the GIMS window to select Forward/Oncoming lanes count4) yellow point represents the start of your spline(it appears in the middle of it when the path's cut in that place) - you can select points and use Connect button in the MAX Modify tab

As you can see in my picture, i created a spline for vehicule path (in white) ...

1. why my spline path is white even i select it blue (sorry i never be teached 3ds max i try to know by myself)2. what are the green node3. how can i make a traffic in two ways i mean go and back4. why some of my pathspline point are yellow others why, how do i connect them (i mean with a line)

thank you for your help, i passed more than 5 hours tryin every thing, the only way i saw traffic path working is when i copy past from game one pathspline and put all points manually, its too long... but my pathspline is ready and doesnt work...

thx for helpin me...

1) AFAIK, it's always white when selected2) green nodes - some ped points, which even don't make any difference, but they present in IV paths3) select the spline and use NOD path editor tab in the GIMS window to select Forward/Oncoming lanes count4) yellow point represents the start of your spline(it appears in the middle of it when the path's cut in that place) - you can select points and use Connect button in the MAX Modify tab

Thx triDoomer

it works, thk you very much man, i had some difficulties but i tried more than one time

another question, how i can parked some vehicules, i got a motel and gas station.

I saw in IV files ex nj01.img theres an ipl called stream.. how to get this and how i get export this car placement ?

Parked cars need to be placed in stream wpl files. There is also a weird rule that it has to be spawned nearby a prop, else it won't spawn. (if you don't have a nearby prop, just place something small underground).

You can use the hierarchy manager to assign objects and cars to stream (starting with stream0). Please note that both cars and props need to be in the stream. If your wpl is called route66.wpl, the first stream file must be called route66_stream0.wpl.

Jay.

I assign "Composite Collision"s to my models and export the collision data, what would be causing my models to have missing faces(from COL) in game? I can see my models perfectly but I'll be driving and all of a sudden, I'm in the water cuz I fell through.

Also something strange, I sit still in my car and my car gets bouncy like it wants to fall through the ground.

I have no clue. I was thinking maybe my models are too large in visual size or the procedural material I'm applying is creating some weird effects. It's a very large model and I have it cut into pieces that seemed logical to me.